using System.Collections.Generic;
using UnityEngine;

namespace Gameplay.PVE.Config
{
    public class PveSkillBulletConfig
    {
        public int id;
        public int damage_type;//1 弹道追踪    2 弹道不追踪(及时计算）  3 弹道不追踪（到终点结算）  4 弹道不追踪（到地面爆炸） 5 追踪导弹  6 区域 7 创建掩体
        //public Vector3 size;
        public float speed;//配999表示瞬间到目标地点
        public float max_distance;
        public int model;
        public float model_scale;
        public int static_model;
        public float y_offset;//用于计算抛物线 直线就是0
        public int destroy_type;//1 结算就消失  2 到终点消失 3 到时间消失

        public int force_hit;
        
        public float duration;
        
        public int effect_id;
        public int trail_effect_id;
        public int bullet_case_effect_id;
        public int jump_effect;

        public int destroy_effect_id;
        public float destroy_effect_scale;

        public float element_interval;

        public int screen_shake_mode;
        public int to_death_effect;

        public int hit_effect;
        public int critical_effect;

        public int jump_times;
        
        public List<int> elements;
        public List<int> bullets;
        public Dictionary<string,float> param;

        public int director_type;
        public Dictionary<string, float> director_args;

        public float in_hand_time;

        public float angle_speed;
    }
}